We are not now that strength which in old days Moved earth and heaven, that which we are, we are; One equal temper of heroic hearts, Made weak by time and fate, but strong in will To strive, to seek, to find, and not to yield.

There is hope.

I am a part of all that I have met;Yet all experience is an arch wherethro'Gleams that untravell'd world whose margin fadesFor ever and forever when I move.How dull it is to pause, to make an end,To rust unburnish'd, not to shine in use!As tho' to breathe were life!

The Medium of my Gaming EnjoymentGames can be many things, but one thing that they certainly are are all about the people playing them, whether alone or in a group.

Games can be an entertainment medium wherein each of the players can find a source of fun for themselves. Whether players enjoy managing resources, building, combating each other with plastic pieces, or discussing economics, each of us can find enjoyment and satisfaction within the various constructs presented in this medium.

Games are also an art form, and can teach us much about ourselves and each other. Not all games need to be 'fun', necessarily - they can be an experience. That experience itself does not need to be enjoyable in the sense that is makes us laugh, or leaves us feeling entertained. It can be an enriching lesson, or leave us with questions that we may not be able to answer without contemplation. Perhaps these games teach us a surprising fact about someone that we associate with, whom we thought we knew well. These may not necessarily be enjoyable, but they can certainly be an experience, and that has value.

Most importantly - it's not about winning. When you're playing a great game with friends, you are winning. Games are not some form of ego booster so that you can declare yourself more intelligent than those around you. Having a good game, with good friends, and enjoying the experience - that's what it's all about.

Game Preferences

My game preferences have gone through several major phases in the last few years, and I've explored quite a bit in terms of variety, depth, skill, and involvement. At this point, and for the foreseeable future my preferences have drifted into the area of very quick, light-weight fillers, usually card games. I've always enjoyed this type of micro format for a variety of reasons, not the least of which is that it doesn't involve a large buy-in in terms of time. It also allows, assuming the rules are relatively concise, a level of psychological analysis and competition, all in a bite-size package. This is what I prefer, and what I'll likely be sticking to in the future. Life is just too short, and our calling too great to spend so much time on lavish entertainment.

Player Interaction: This is almost mandatory. If I'm not interacting with the people around me, then I might as well be playing a game online, reading a book, or watching a movie. Those things don't interact with me, yet I can still get enjoyment from them. When I play a game, I want to work with or against the other players on and off the board, and have a great experience with them.

Open Ended/Simple Construct: Games that don't have an exhaustive amount of rules that dictate everything a player should be doing every turn. Games that allow the players to be creative within the construct of the game.

Assymetrical: Variable starting locations, abilities, powers, and rules that give each player a different way to do things is the foundation for an excellent discussion/negotiation. If one player is 'overpowered' or has a huge advantage the players themselves should cooperate in order to balance the game. Whether it be the map, the player powers, or a tech tree, games that place players in opposing spectrums of power always have a place at my table. Examples - Here I Stand, Cosmic Encounter

Artistic Creativity: This blurs a bit with open-ended above, but it's not exactly the same. Games that allow players to think outside the box and either express themselves within the game, whether it be artistically, diplomatically, or even in various levels of intrigue usually score high on my list. Examples: Dixit, Once Upon a Time, Various RPG's, Even many abstracts allow for this

Rich Theme/Narrative: The setting of the game is what allows the players to develop and flesh out what's going on. The mechanics in the game should, to some level, represent the theme in execution as well as in practicality. Examples: Battlestar Galactica, High Frontier, Android